text: # KidsCanCode - Game Development with Pygame video series
  # Tile-based game - Part 23
  # Lighting Effect
  # Video link: https://youtu.be/IWm5hi5Yrvk
  import pygame as pg
  import sys
  from random import choice, random
  from os import path
  from settings import *
  from sprites import *
  from tilemap import *
  
  # HUD functions
  def draw_player_health(surf, x, y, pct):
      if pct < 0:
          pct = 0
      BAR_LENGTH = 100
      BAR_HEIGHT = 20
      fill = pct * BAR_LENGTH
      outline_rect = pg.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
      fill_rect = pg.Rect(x, y, fill, BAR_HEIGHT)
      if pct > 0.6:
          col = GREEN
      elif pct > 0.3:
          col = YELLOW
      else:
          col = RED
      pg.draw.rect(surf, col, fill_rect)
      pg.draw.rect(surf, WHITE, outline_rect, 2)
  
  class Game:
      def __init__(self):
          pg.mixer.pre_init(44100, -16, 4, 2048)
          pg.init()
          self.screen = pg.display.set_mode((WIDTH, HEIGHT))
          pg.display.set_caption(TITLE)
          self.clock = pg.time.Clock()
          self.load_data()
  
      def draw_text(self, text, font_name, size, color, x, y, align="topleft"):
          font = pg.font.Font(font_name, size)
          text_surface = font.render(text, True, color)
          text_rect = text_surface.get_rect(**{align: (x, y)})
          self.screen.blit(text_surface, text_rect)
  
      def load_data(self):
          game_folder = path.dirname(__file__)
          img_folder = path.join(game_folder, 'img')
          snd_folder = path.join(game_folder, 'snd')
          music_folder = path.join(game_folder, 'music')
          self.map_folder = path.join(game_folder, 'maps')
          self.title_font = path.join(img_folder, 'ZOMBIE.TTF')
          self.hud_font = path.join(img_folder, 'Impacted2.0.ttf')
          self.dim_screen = pg.Surface(self.screen.get_size()).convert_alpha()
          self.dim_screen.fill((0, 0, 0, 180))
          self.player_img = pg.image.load(path.join(img_folder, PLAYER_IMG)).convert_alpha()
          self.bullet_images = {}
          self.bullet_images['lg'] = pg.image.load(path.join(img_folder, BULLET_IMG)).convert_alpha()
          self.bullet_images['sm'] = pg.transform.scale(self.bullet_images['lg'], (10, 10))
          self.mob_img = pg.image.load(path.join(img_folder, MOB_IMG)).convert_alpha()
          self.splat = pg.image.load(path.join(img_folder, SPLAT)).convert_alpha()
          self.splat = pg.transform.scale(self.splat, (64, 64))
          self.gun_flashes = []
          for img in MUZZLE_FLASHES:
              self.gun_flashes.append(pg.image.load(path.join(img_folder, img)).convert_alpha())
          self.item_images = {}
          for item in ITEM_IMAGES:
              self.item_images[item] = pg.image.load(path.join(img_folder, ITEM_IMAGES[item])).convert_alpha()
          # lighting effect
          self.fog = pg.Surface((WIDTH, HEIGHT))
          self.fog.fill(NIGHT_COLOR)
          self.light_mask = pg.image.load(path.join(img_folder, LIGHT_MASK)).convert_alpha()
          self.light_mask = pg.transform.scale(self.light_mask, LIGHT_RADIUS)
          self.light_rect = self.light_mask.get_rect()
          # Sound loading
          pg.mixer.music.load(path.join(music_folder, BG_MUSIC))
          self.effects_sounds = {}
          for type in EFFECTS_SOUNDS:
              self.effects_sounds[type] = pg.mixer.Sound(path.join(snd_folder, EFFECTS_SOUNDS[type]))
          self.weapon_sounds = {}
          for weapon in WEAPON_SOUNDS:
              self.weapon_sounds[weapon] = []
              for snd in WEAPON_SOUNDS[weapon]:
                  s = pg.mixer.Sound(path.join(snd_folder, snd))
                  s.set_volume(0.3)
                  self.weapon_sounds[weapon].append(s)
          self.zombie_moan_sounds = []
          for snd in ZOMBIE_MOAN_SOUNDS:
              s = pg.mixer.Sound(path.join(snd_folder, snd))
              s.set_volume(0.2)
              self.zombie_moan_sounds.append(s)
          self.player_hit_sounds = []
          for snd in PLAYER_HIT_SOUNDS:
              self.player_hit_sounds.append(pg.mixer.Sound(path.join(snd_folder, snd)))
          self.zombie_hit_sounds = []
          for snd in ZOMBIE_HIT_SOUNDS:
              self.zombie_hit_sounds.append(pg.mixer.Sound(path.join(snd_folder, snd)))
  
      def new(self):
          # initialize all variables and do all the setup for a new game
          self.all_sprites = pg.sprite.LayeredUpdates()
          self.walls = pg.sprite.Group()
          self.mobs = pg.sprite.Group()
          self.bullets = pg.sprite.Group()
          self.items = pg.sprite.Group()
          self.map = TiledMap(path.join(self.map_folder, 'level1.tmx'))
          self.map_img = self.map.make_map()
          self.map.rect = self.map_img.get_rect()
          for tile_object in self.map.tmxdata.objects:
              obj_center = vec(tile_object.x + tile_object.width / 2,
                               tile_object.y + tile_object.height / 2)
              if tile_object.name == 'player':
                  self.player = Player(self, obj_center.x, obj_center.y)
              if tile_object.name == 'zombie':
                  Mob(self, obj_center.x, obj_center.y)
              if tile_object.name == 'wall':
                  Obstacle(self, tile_object.x, tile_object.y,
                           tile_object.width, tile_object.height)
              if tile_object.name in ['health', 'shotgun']:
                  Item(self, obj_center, tile_object.name)
          self.camera = Camera(self.map.width, self.map.height)
          self.draw_debug = False
          self.paused = False
          self.night = False
          self.effects_sounds['level_start'].play()
  
      def run(self):
          # game loop - set self.playing = False to end the game
          self.playing = True
          pg.mixer.music.play(loops=-1)
          while self.playing:
              self.dt = self.clock.tick(FPS) / 1000.0  # fix for Python 2.x
              self.events()
              if not self.paused:
                  self.update()
              self.draw()
  
      def quit(self):
          pg.quit()
          sys.exit()
  
      def update(self):
          # update portion of the game loop
          self.all_sprites.update()
          self.camera.update(self.player)
          # game over?
          if len(self.mobs) == 0:
              self.playing = False
          # player hits items
          hits = pg.sprite.spritecollide(self.player, self.items, False)
          for hit in hits:
              if hit.type == 'health' and self.player.health < PLAYER_HEALTH:
                  hit.kill()
                  self.effects_sounds['health_up'].play()
                  self.player.add_health(HEALTH_PACK_AMOUNT)
              if hit.type == 'shotgun':
                  hit.kill()
                  self.effects_sounds['gun_pickup'].play()
                  self.player.weapon = 'shotgun'
          # mobs hit player
          hits = pg.sprite.spritecollide(self.player, self.mobs, False, collide_hit_rect)
          for hit in hits:
              if random() < 0.7:
                  choice(self.player_hit_sounds).play()
              self.player.health -= MOB_DAMAGE
              hit.vel = vec(0, 0)
              if self.player.health <= 0:
                  self.playing = False
          if hits:
              self.player.hit()
              self.player.pos += vec(MOB_KNOCKBACK, 0).rotate(-hits[0].rot)
          # bullets hit mobs
          hits = pg.sprite.groupcollide(self.mobs, self.bullets, False, True)
          for mob in hits:
              # hit.health -= WEAPONS[self.player.weapon]['damage'] * len(hits[hit])
              for bullet in hits[mob]:
                  mob.health -= bullet.damage
              mob.vel = vec(0, 0)
  
      def draw_grid(self):
          for x in range(0, WIDTH, TILESIZE):
              pg.draw.line(self.screen, LIGHTGREY, (x, 0), (x, HEIGHT))
          for y in range(0, HEIGHT, TILESIZE):
              pg.draw.line(self.screen, LIGHTGREY, (0, y), (WIDTH, y))
  
      def render_fog(self):
          # draw the light mask (gradient) onto fog image
          self.fog.fill(NIGHT_COLOR)
          self.light_rect.center = self.camera.apply(self.player).center
          self.fog.blit(self.light_mask, self.light_rect)
          self.screen.blit(self.fog, (0, 0), special_flags=pg.BLEND_MULT)
  
      def draw(self):
          pg.display.set_caption("{:.2f}".format(self.clock.get_fps()))
          # self.screen.fill(BGCOLOR)
          self.screen.blit(self.map_img, self.camera.apply(self.map))
          # self.draw_grid()
          for sprite in self.all_sprites:
              if isinstance(sprite, Mob):
                  sprite.draw_health()
              self.screen.blit(sprite.image, self.camera.apply(sprite))
              if self.draw_debug:
                  pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(sprite.hit_rect), 1)
          if self.draw_debug:
              for wall in self.walls:
                  pg.draw.rect(self.screen, CYAN, self.camera.apply_rect(wall.rect), 1)
  
          # pg.draw.rect(self.screen, WHITE, self.player.hit_rect, 2)
          if self.night:
              self.render_fog()
          # HUD functions
          draw_player_health(self.screen, 10, 10, self.player.health / PLAYER_HEALTH)
          self.draw_text('Zombies: {}'.format(len(self.mobs)), self.hud_font, 30, WHITE,
                         WIDTH - 10, 10, align="topright")
          if self.paused:
              self.screen.blit(self.dim_screen, (0, 0))
              self.draw_text("Paused", self.title_font, 105, RED, WIDTH / 2, HEIGHT / 2, align="center")
          pg.display.flip()
  
      def events(self):
          # catch all events here
          for event in pg.event.get():
              if event.type == pg.QUIT:
                  self.quit()
              if event.type == pg.KEYDOWN:
                  if event.key == pg.K_ESCAPE:
                      self.quit()
                  if event.key == pg.K_h:
                      self.draw_debug = not self.draw_debug
                  if event.key == pg.K_p:
                      self.paused = not self.paused
                  if event.key == pg.K_n:
                      self.night = not self.night
  
      def show_start_screen(self):
          pass
  
      def show_go_screen(self):
          self.screen.fill(BLACK)
          self.draw_text("GAME OVER", self.title_font, 100, RED,
                         WIDTH / 2, HEIGHT / 2, align="center")
          self.draw_text("Press a key to start", self.title_font, 75, WHITE,
                         WIDTH / 2, HEIGHT * 3 / 4, align="center")
          pg.display.flip()
          self.wait_for_key()
  
      def wait_for_key(self):
          pg.event.wait()
          waiting = True
          while waiting:
              self.clock.tick(FPS)
              for event in pg.event.get():
                  if event.type == pg.QUIT:
                      waiting = False
                      self.quit()
                  if event.type == pg.KEYUP:
                      waiting = False
  
  # create the game object
  g = Game()
  g.show_start_screen()
  while True:
      g.new()
      g.run()
      g.show_go_screen()
  